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[D&D 4E] Keep on the Shadowfell - Recruitment finished, thanks to those who applied

Passing through the cave to it's southern exit the rock faced tunnel gives way to dirt, you can see it continuing on for some distance before veering off the the right. The lichen does not grow here and is impossible to see in past the first few feet.

Peeking his head around Samhradh, Splug looks around him. "Masters, a humble suggestion from your lowly servant, but perhaps a light? Splug does not like the dark so much."

Thud make his way over to the bones to get a closer look. His Dwarven heritage making his careful steps look natural and his excellent vision in the dark shows him the bones...thats nice, they are bones.

As Thud approaches the bones, he notices a rank stench assaulting his finely tuned dwarven nostrils. On closer examination the bones do not seem to have been chewed or gnawed on but have a bleached appearance to them, as though stewed for a long time. While looking at them it occurs to him that the smell does not come from the bones themselves but from above....

As this happens he feels a slimy tendril close about his arm, followed by a strange sensation of burning pain, followed by a numbness as some sort of acid begins to burn through his armour towards his flesh and manages to pull away before it gets a grip. Looking up he sees jelly like ooze stuck to the ceiling above, the tendril retracting back into it's mass as it readies itself again, it's mindless conciousness directing it towards it's next source of food. The several more oozes begin to move in the cave's ceiling, including one large one that drops to the floor and begins to squelch it's way towards you.

Spoiler:

Lurking Ooze attack against Thud.
Attack roll: 1d20+7+2(CA) vs Fort = 22. Hit.I don't recall the ooze's damage, I'll have to check once I get back home. It does give a stacking -2 penalty to fortitude. (Save ends)

Guys, I'm awfully sorry, but I'm going to have to get out of this game. I'm on vacation since a week back and will continue to be so for a few weeks and I just can't find the time for this (yes, that is weird...) anymore.

As Thud shouts out in pain, the rest of the party turn in time to see the oozes stir to life above them in the gloom. The ooze drips from the cave's roof down to the floor, squeezing between the rocks and swipes at him once more with an acidic paw, but Thud is wary this time and manages to slip away from it.

Mindartis spots a slime edging across the ceiling to his right, Samhradh turns in turn to see Splug's eyes go wide as saucers as he sticks out a shaking hand and points to huge shape emerging from the darkness at the back of the cave. Distracted by the huge ooze, he only becomes aware of yet another ooze by the burning sensation of it's acid upon his neck.

Large Ooze (O9)
HP 150/150
AC 17; Fortitude 19; Reflex 19; Will 18Stench Aura aura 2; each creature within the aura takes a -2 penalty to attack rolls.
Immune gaze; Resist 5 acid
Action Points 1Slam (standard; at-will) • Acid +8 vs AC; 1d10 + 4 acid damage, and the jelly makes a secondary attack
+6 vs Fortitude; the target is immobilized (save ends)Double Attack (standard; at-will) The large ooze makes two slam attacks.Attach (minor; at-will) • Acid Targets an immobilized creature; +8 vs Fortitude; -1 the target is grabbed (escape ends). While the target is grabbed, that creature takes 8 acid damage at the start of its turn, and when the Large Ooze is hit by an attack, the Large Ooze takes half damage from the attack and the grabbed creature takes the other halfAcrid Stench (when first bloodied) • Acid, Zone Close burst 2; +6 vs Fortitude; 1d10 + 4 acid damage, and the target is immobilized until the end of its next turn. The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain to creatures other than the large oozeSlimy (minor; at-will) The large ooze shifts 2 squares.

Alrighty, don't forget to make your saving throws to shake off the acid, or it'll make it easier for them each round. The oozes all have a aura from the stink cloud which gives a -2 penalty to attack rolls while you're within two squares of one. The oozes topped out on initiative with a 24 to your 20.

You may want to do something about the lighting too, since that'll affect your attack rolls too. Check out the Features section if you want more details on the light or difficult terrain, since you've only run across it the once so far.

I'll take over for Res for this fight, while we look for another person.

Illumination: Dim light. When making an attack, unless you have Dim-Light vision or something similar, you take a -2 penalty to the attack due to concealment. Creating a source of light of some sort will work as well.

Difficult Terrain: Squares with a triangle in the bottom right corner are difficult terrain and requirement two points of cover to move through. You may only enter a square of difficult terrain if you have enough movement to complete the action. As shifting only moves you one square, you are unable to shift through difficult terrain unless you are shifting in multiples of two.

:shock: Alright people, let's do this by the numbers and concentrate fire. We've got a lot of HP to drain here, penalties to attack from lighting AND overlapping stench auras, and not a one of us has a Fortitude score over 15 with three of us having 12 (how the Hell did we do that to ourselves ?), so we gotsta be smart here.

Nex reacts quickly to the ooze assault, throwing a shadow noose at the slime attacking Thud [Executioner's Noose vs M10 Ooze] and somehow managing to hit it despite the bad light and the overwhelming stink [17 (21) vs Fort, 15 Damage, Slowed until EoNT, choosing not to pull it]. He then whirls and drops a Shadow Shroud on the other nearby fungus [Shroud on J5 Ooze] and dashes hopefully out of harms way to save his soft and acid-sensitive flesh [Move to L3].

Mindartis points to one of the stalagtites while making a quick incantation upon which it begins to glow with light, chasing away shadows into the gloom. Next he makes several quick motions with wand and conjures forth his ball of fire next to the ooze that is attacking Thud with it's mindless desire for food. A bolt of flame leaps out of it and strikes the ooze giving off an oily smell.

Aieldar's stomach turns as the stench of the ooze wafts across his nose. It's all he can do to keep from vomiting.

He quickly gains his composure and takes a few steps back in a vain attempt to escape the stench. He takes an arrow from his quiver and lines up his shot and fires it at the ooze that just attacked Thud. But his shot misses it's mark badly. He starts to reel over again from the stench.

Spoiler:

Move back to K13. Hunter's Quarry on the Ooze I'm attacking (closest to the dwarf).

I think we should probably smoke our dailies on this fight, since we will probably want to head back to town while we find a replacement for Mindartis. Also, y'know, giant terrifying acid blobs.

Akarr's eyes widen with fright as the illuminated stalactite reveals the slimy horrors that surround the party.

Acting instinctively, Akarr belches out a roiling ball of lightning which flies towards the massive slime, dissipating in a snarling flash of electricity as it conducts a current between the larger and smaller blobs.

Blast Damage vs Large Ooze: 1d6+3(crit)= 9! (...Can you crit an ooze? If not I hit for 8)

The large ooze shrieked in pain and some amount of its ichor splashed to the floor in a steaming heap, but the creature seemed no less threatening for it. The smaller ooze withstood the shock without ill effects, to Akarr's displeasure.

Positioning himself behind the smaller ooze assailing Thud, Akarr attempted to corner in the slippery fiend and prevent it from maneuvering.

Move Action: Move to M9
Standard Action: Viper's Strike on Lurking Ooze CAttack Roll: 1d20+7+2(flank)-4(stench)22 vs AC, HIT!Damage Roll: 1d8+35!Effect: If the Ooze shifts before the start of my next turn, it provokes an opportunity attack from an ally of my choice (Whoever takes it first gets it!)

Mindartis' fiery orb burns at the oily surface of the ooze, between the fire and the party's attacks it has visibly begun to shrink down in side. Splug, terrified at the turn of events runs to dive behind Akarr's legs just has he moves, causing Splug to trip and then somehow manages disappear entirely with a shriek.

It lashes out at Thud once more from the roof, but the stout dwarf ignores the pain, hunkering down with his trusty hammer and shield at hand. The larger ooze creeps forward, oblivious to the damage of Akarr's lightning, instinctively trying to fill it's hunger. It is reaches out at Akarr with dripping tentacles and the Dragonborn feels a brief jolt of pain followed by a soothing numbness that leaves his legs locked in place.

The other two oozes.....ooze along the roof of the cave, one loops a tentacle through the air at Aieldar, but the nimble elf is able to avoid it. The other brushes a limb against Samradh's leg, the acid burning fiercely.

Large Ooze (O9)
HP 141/150
AC 17; Fortitude 19; Reflex 19; Will 18Stench Aura aura 2; each creature within the aura takes a -2 penalty to attack rolls.
Immune gaze; Resist 5 acid
Action Points 1Slam (standard; at-will) • Acid +8 vs AC; 1d10 + 4 acid damage, and the jelly makes a secondary attack
+6 vs Fortitude; the target is immobilized (save ends)Double Attack (standard; at-will) The large ooze makes two slam attacks.Attach (minor; at-will) • Acid Targets an immobilized creature; +8 vs Fortitude; -1 the target is grabbed (escape ends). While the target is grabbed, that creature takes 8 acid damage at the start of its turn, and when the Large Ooze is hit by an attack, the Large Ooze takes half damage from the attack and the grabbed creature takes the other halfAcrid Stench (when first bloodied) • Acid, Zone Close burst 2; +6 vs Fortitude; 1d10 + 4 acid damage, and the target is immobilized until the end of its next turn. The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain to creatures other than the large oozeSlimy (minor; at-will) The large ooze shifts 2 squares.

Just to clarify guys the stench Auras do not stack. It can only smell so bad.

Your lighting problem is solved for the moment due to Mindartis' Light spell, provided you're within four squares of L8.

Map:

Spoiler:

Features:

Spoiler:

Illumination: Dim light. When making an attack, unless you have Low-Light vision or something similar, you take a -2 penalty to the attack due to concealment. Creating a source of light of some sort will work as well.

Difficult Terrain: Squares with a triangle in the bottom right corner are difficult terrain and requirement two points of cover to move through. You may only enter a square of difficult terrain if you have enough movement to complete the action. As shifting only moves you one square, you are unable to shift through difficult terrain unless you are shifting in multiples of two.

Ha! Thats what you get! Stupid Ooze...picking on poor curious dwarves like that...

Thud winds up and strikes again! His heavy hammer splatters the remains of the Ooze all over the rocks. Smiling grimly with the odor, Thud slips behind the Large Ooze, hopefully avoiding any reprisals at his cleverness, and begins to harass the beast, hopefully giving Akarr some advantage.

Thoroughly sickened, Nex nevertheless manages to get far enough away from the oozes to not be physically hampered by the smell and attempts to blast the one menacing Samhradh with a mental wave empowered by two shrouds. Unfortunately it fails to connect, but the ooze still takes a little damage from one of the shrouds [5 Damage to L6].

Unable to move his legs, Akarr quickly realized he had little choice but to act as the bulwark between the oozing monstrosity and his comrades.

Standard Action: Lead the Attack on Giant Ooze (Daily)Attack Roll: 1d20+7-2=20 vs AC, HIT!
Damage Roll: 3d8+3=21 damage!Effect: Until the end of the encounter, Akarr and each ally within 5 squares has a +3 power bonus to attack rolls versus the Large Ooze.

Akarr lands a solid blow and cuts a massive swathe through the glistening, translucent hide of the beast. Emboldened by his success, he tries once more to move his legs, but still fails to regain command of his feet.

In the midst of the muffled sounds of the fight, you hear an excited voice come from the rockface, followed by Splug's mishapen head, topped with his bonnet stick out from the sheer rock. "Masters, masters will not believe what Splug has found!" Squinting in the gloom he realises you are still fighting the oozes and pulls his head back through the rock.

As Thud squeezes past the ooze tentacles squirm out from it's side, reaching out and wiping more acid over
the dwarf's stout frame. The creature breaks out in a swarming mass of tentacles as he runs behind it, slapping at Akarr, who manages to get his shield between the acidic tentacles. Thud looks up in time to see a huge mass of ooze about to descent upon his head, but is too late to get his shield up to block it. Flinching in preparation he instead sees his elven companion knock an arrow into his bow, quickly sight it and lets fly. The arrow screams through the air, passing through and severing the limb entirely from the ooze before it hammers into the cleric.

The ooze writhes in pain at this assault, it's surface rippling before exploding in an even more intense stench than before, a mix of sulphur, decaying flesh and damp cloth. Acidic sludge sprays across the room, landing on Akarr but Dwarven luck saves Thud from the danger once more.

Free action (When first bloodied)
Acrid Stench: Burst 2, 1d20+6 vs Fort. 1d10+4 damage and target is immobilised till end of next turn. All squares in the zone are difficult terrain until the end of the encounter.Attack roll vs Akarr: 1d20+6 vs Fort = 15. Hit.
Attack roll vs Thud: 1d20+6 vs Fort = 12. Miss.
Damage roll: 1d10+4 = 9 and Akarr is immobilised till the end of his next turn.

Minor action: Attach on Akarr. Attack roll: 1d20+8 vs Fort = 26.Akarr is grabbed. While grabbed he takes 6 damage at the beginning of his turn and all damage taken by the ooze is halved between Akarr and the Large Ooze.

The smaller ooze near the entrance to the cave slides forward once more, towards Aieldar but the wary elf has been keeping an eye on the ooze and having saved Thud dives into a gap in the stalagtites to avoid it's grasp.

Large Ooze (O9)
HP 67/150
AC 17; Fortitude 19; Reflex 19; Will 18 +3 to all attacks against this creature till the end of the encounter.Stench Aura aura 2; each creature within the aura takes a -2 penalty to attack rolls.
Immune gaze; Resist 5 acid
Action Points 1Slam (standard; at-will) • Acid +8 vs AC; 1d10 + 4 acid damage, and the jelly makes a secondary attack
+6 vs Fortitude; the target is immobilized (save ends)Double Attack (standard; at-will) The large ooze makes two slam attacks.Attach (minor; at-will) • Acid Targets an immobilized creature; +8 vs Fortitude; -1 the target is grabbed (escape ends). While the target is grabbed, that creature takes 8 acid damage at the start of its turn, and when the Large Ooze is hit by an attack, the Large Ooze takes half damage from the attack and the grabbed creature takes the other halfAcrid Stench (when first bloodied) • Acid, Zone Close burst 2; +6 vs Fortitude; 1d10 + 4 acid damage, and the target is immobilized until the end of its next turn. The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain to creatures other than the large oozeSlimy (minor; at-will) The large ooze shifts 2 squares.

Illumination: Dim light. When making an attack, unless you have Low-Light vision or something similar, you take a -2 penalty to the attack due to concealment. Creating a source of light of some sort will work as well.

Difficult Terrain: Squares with a triangle in the bottom right corner are difficult terrain and requirement two points of cover to move through. You may only enter a square of difficult terrain if you have enough movement to complete the action. As shifting only moves you one square, you are unable to shift through difficult terrain unless you are shifting in multiples of two.

"Ha ha! Moradin is with me, ye foul lump of a....lump!" Thud boasts, winking at the elf who saved his hide, and wincing at the acid burns he's taken.

Following Akarr's lead, and taking advantage of his flanking position, Thud brings his hammer back again, and with a quick prayer to his god, the head of the hammer is wreathed in holy fire. Thud smashes it down onto the large ooze with gusto. Blobs go flying as the mighty blow hits its mark and divine flames leap from the hammer head onto the ooze, setting it alight. Thud is a happy dwarf, but he'd be much happier once these Oozes are put away for good. Thud plants his feet in a wide stance. He's not moving until this Ooze is finsihed.

Nex plugs his nose and takes a step back to get away from the stink of those oozes [Move to L2], then drops a shroud [Ooze J5] on the near one and throws a noose towards it. Thankfully it connects, pulling a chunk of semi-sentient gelatin free from the creature [24 vs Fort Hit, 19 Damage and Slowed, choosing not to pull it].

Seeing the large ooze fill the space around it a haze of pain, signaling its flagging strength. Seeing it wrap an appendage around Akarr, Samhradh takes the opening and charges in. Or at least towards. But the shattered rocks laying strewn across the floor are as Samhradhs shattered dreams, leaving him slipping and tumbling. Disheartened, he gathers himself up for what is sure to be a terrible assault on his bodily self.

Akarr is suddenly engulfed by an appendage of the Large Ooze, coiling around his torso, which pulsates with a transfer of excruciating pain from each of his comrade's subsequent attacks. Pushed near the edge of his tolerance for pain, a final asphyxiating wrench from the appendage knocks Akarr unconscious as his body goes limp in shock.